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authorRay <[email protected]>2018-07-15 21:26:53 +0200
committerRay <[email protected]>2018-07-15 21:26:53 +0200
commit055b0583d6096a0b621816a9374c412f1e929d3c (patch)
treedfaa3889823d9964e288ef86091fa0b90d8c69df
parent0a86a8aba37278723138647c4894fd89963195af (diff)
downloadraylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.tar.gz
raylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.zip
Updated cheatsheet
-rw-r--r--cheatsheet/cheatsheet.html9
-rw-r--r--cheatsheet/raylib_core.c39
-rw-r--r--cheatsheet/raylib_models.c9
-rw-r--r--cheatsheet/raylib_shaders.c6
-rw-r--r--cheatsheet/raylib_shapes.c4
-rw-r--r--cheatsheet/raylib_structs.c10
-rw-r--r--cheatsheet/raylib_text.c30
-rw-r--r--cheatsheet/raylib_textures.c55
8 files changed, 93 insertions, 69 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html
index c3161fe..62eeb5b 100644
--- a/cheatsheet/cheatsheet.html
+++ b/cheatsheet/cheatsheet.html
@@ -40,7 +40,7 @@
body{background-color:#f5f5f5;}
#fulldata{width: 1315px!important;}
.eximage img{ margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;}
- pre code{ width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; }
+ pre code{ font-family: Courier New; font-size:12px; width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; }
.exdownbtn{width:250px; height:30px; float:left; position: relative; cursor:pointer; font-weight:bold; font-size:10px;
line-height:30px; text-align: center; border-width:5px; background-color:#e1e1e1; color:#5c5a5a;
border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;}
@@ -126,8 +126,9 @@
<div id="header">
<a id="logo" href="http://www.raylib.com/index.html"></a>
<p id="title">[simple and easy-to-use library to learn videogames programming]</p>
- <p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p>
- <p id="version">v1.8.0 quick reference card</p>
+ <p id="plinks">[<a href="https://discordapp.com/invite/VkzNHUE">raylib Discord server</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p>
+ <p></p>
+ <p id="version">v2.0.0 quick reference card</p>
</div>
<br>
<div id="fulldata">
@@ -154,7 +155,7 @@
<p id="pcolors">colors</p>
<div id="colors"><pre><code class="cpp"></code></pre></div>
</div>
- <p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
+ <p id="copyright">raylib quick reference card - Copyright (c) 2013-2018 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
</div>
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c
index efb4063..de690fd 100644
--- a/cheatsheet/raylib_core.c
+++ b/cheatsheet/raylib_core.c
@@ -1,7 +1,8 @@
// Window-related functions
- void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
+ void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
void CloseWindow(void); // Close window and unload OpenGL context
+ bool IsWindowReady(void); // Check if window has been initialized successfully
bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
@@ -10,9 +11,10 @@
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+ void SetWindowSize(int width, int height); // Set window dimensions
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
-
+
// Cursor-related functions
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
@@ -24,10 +26,10 @@
void ClearBackground(Color color); // Set background color (framebuffer clear color)
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
- void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
- void End2dMode(void); // Ends 2D mode with custom camera
- void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
- void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+ void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
+ void EndMode2D(void); // Ends 2D mode with custom camera
+ void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
+ void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
@@ -40,32 +42,29 @@
void SetTargetFPS(int fps); // Set target FPS (maximum)
int GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for last frame drawn
+ double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Color-related functions
- int GetHexValue(Color color); // Returns hexadecimal value for a Color
+ int ColorToInt(Color color); // Returns hexadecimal value for a Color
+ Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
+ Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
- float *ColorToFloat(Color color); // Converts Color to float array and normalizes
- // Math useful functions (available from raymath.h)
- float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
- float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
- Vector3 Vector3Zero(void); // Vector with components value 0.0f
- Vector3 Vector3One(void); // Vector with components value 1.0f
- Matrix MatrixIdentity(void); // Returns identity matrix
-
// Misc. functions
void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
- void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
- void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
+ void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
+ void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based)
+ void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Files management functions
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
- const char *GetExtension(const char *fileName); // Get file extension
- const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
- const char *GetWorkingDirectory(void); // Get current working directory
+ const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string
+ const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+ const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string)
+ const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
bool IsFileDropped(void); // Check if a file has been dropped into window
char **GetDroppedFiles(int *count); // Get dropped files names
diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c
index 494b893..ba188e0 100644
--- a/cheatsheet/raylib_models.c
+++ b/cheatsheet/raylib_models.c
@@ -28,7 +28,13 @@
// Mesh loading/unloading functions
Mesh LoadMesh(const char *fileName); // Load mesh from file
void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
+ void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
+ // Mesh manipulation functions
+ BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+ void MeshTangents(Mesh *mesh); // Compute mesh tangents
+ void MeshBinormals(Mesh *mesh); // Compute mesh binormals
+
// Mesh generation functions
Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
@@ -64,8 +70,7 @@
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex.
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
- BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
- RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
+ RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c
index 7df2cb3..de952cf 100644
--- a/cheatsheet/raylib_shaders.c
+++ b/cheatsheet/raylib_shaders.c
@@ -2,10 +2,11 @@
// Shader loading/unloading functions
char *LoadText(const char *fileName); // Load chars array from text file
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
+ Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
- Shader GetDefaultShader(void); // Get default shader
- Texture2D GetDefaultTexture(void); // Get default texture
+ Shader GetShaderDefault(void); // Get default shader
+ Texture2D GetTextureDefault(void); // Get default texture
// Shader access functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
@@ -14,6 +15,7 @@
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+ Matrix GetMatrixModelview(); // Get internal modelview matrix
// Shading beegin/end functions
void BeginShaderMode(Shader shader); // Begin custom shader drawing
diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c
index da17744..d2d4e22 100644
--- a/cheatsheet/raylib_shapes.c
+++ b/cheatsheet/raylib_shapes.c
@@ -11,14 +11,14 @@
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
+ void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
- void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
- void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
+ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c
index 0929215..79edc85 100644
--- a/cheatsheet/raylib_structs.c
+++ b/cheatsheet/raylib_structs.c
@@ -3,15 +3,17 @@
struct Rectangle; // Rectangle type
struct Vector2; // Vector2 type
struct Vector3; // Vector3 type
+ struct Vector4; // Vector4 type
+ struct Quaternion; // Quaternion type
struct Matrix; // Matrix type (OpenGL style 4x4)
struct Image; // Image type (multiple data formats supported)
// NOTE: Data stored in CPU memory (RAM)
- struct Texture2D; // Texture2D type (multiple internal formats supported)
+ struct Texture; // Texture type (multiple internal formats supported)
// NOTE: Data stored in GPU memory (VRAM)
- struct RenderTexture2D; // RenderTexture2D type, for texture rendering
- struct CharInfo; // SpriteFont character info
- struct SpriteFont; // SpriteFont type, includes texture and chars data
+ struct RenderTexture; // RenderTexture type, for texture rendering
+ struct CharInfo; // Font character info
+ struct Font; // Font type, includes texture and chars data
struct Camera; // Camera type, defines 3d camera position/orientation
struct Camera2D; // Camera2D type, defines a 2d camera
diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c
index 1c164e5..60f89e4 100644
--- a/cheatsheet/raylib_text.c
+++ b/cheatsheet/raylib_text.c
@@ -1,19 +1,21 @@
- // SpriteFont loading/unloading functions
- SpriteFont GetDefaultFont(void); // Get the default SpriteFont
- SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
- SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
- void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
+ // Font loading/unloading functions
+ Font GetFontDefault(void); // Get the default Font
+ Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+ Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load font from file with extended parameters
+ CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, bool sdf); // Load font data for further use
+ Image GenImageFontAtlas(CharInfo *chars, int fontSize, int charsCount, int padding, int packMethod); // Generate image font atlas using chars info
+ void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
- void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
- void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
- int fontSize, int spacing, Color tint);
-
+ void DrawFPS(int posX, int posY); // Shows current FPS
+ void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+ void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+
// Text misc. functions
- int MeasureText(const char *text, int fontSize); // Measure string width for default font
- Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
- const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
- const char *SubText(const char *text, int position, int length); // Get a piece of a text string
+ int MeasureText(const char *text, int fontSize); // Measure string width for default font
+ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+ const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
+ const char *SubText(const char *text, int position, int length); // Get a piece of a text string
+ int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c
index 3ccfd9d..58b9a0e 100644
--- a/cheatsheet/raylib_textures.c
+++ b/cheatsheet/raylib_textures.c
@@ -1,50 +1,63 @@
- // Image/Texture2D data loading/unloading functions
- Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
- Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
+ // Image/Texture2D data loading/unloading/saving functions
+ Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
+ Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
- Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
- Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
- Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
- RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
+ Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
+ void ExportImage(const char *fileName, Image image); // Export image as a PNG file
+ Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
+ Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+ RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
- void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
- void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
+ void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
+ void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
+ Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
+ int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
- void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
- void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file
-
+ void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
+
// Image manipulation functions
+ Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
- void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
+ void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
+ void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
+ void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
- void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
- void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
+ void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (bilinear filtering)
+ void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
+ void ImageResizeCanvas(Image *image, int newWidth, int newHeight,
+ int offsetX, int offsetY, Color color); // Resize canvas and fill with color
+ void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
+ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
- Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
+ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
+ void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
- void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
- int fontSize, int spacing, Color color); // Draw text (custom sprite font) within image
+ void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text,
+ float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
+ void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
+ void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
- void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
+ void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
+ void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
// Image generation functions
+ Image GenImageColor(int width, int height, Color color); // Generate image: plain color
Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
- Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
+ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Texture2D configuration functions